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Faster way to replace stuff in GECK?

General help and troubleshooting.
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Omny87
Posts: 11
Joined: Fri Sep 26, 2014 3:46 pm

Faster way to replace stuff in GECK?

Post by Omny87 » Thu Oct 09, 2014 7:54 pm

Right now I'm working on a little personal mod that replaces weapon mods with ones of my own design, and was wondering if there was a faster way to replace in-game objects with other objects that doesn't involve clicking on every single individual leveled list it's in and replacing that object.


I already tried the "Find and Replace" function in the GECK- that's limited to replacing items found in the world, such as stuff lying on the ground and whatnot. As far as I can tell it doesn't affect the various leveled lists, I.E. the ones used by vendors and containers with random loot. Can anyone help me?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You can do a "used by" search

Post by RoyBatty » Thu Oct 09, 2014 8:08 pm

You can do a "used by" search by right clicking the item, then you'll get a list of everything that uses that object in a little window. It makes it easier to replace stuff, but there's no search and replace as far as I know.


Image

Omny87
Posts: 11
Joined: Fri Sep 26, 2014 3:46 pm

Oh, I already know about that

Post by Omny87 » Fri Oct 10, 2014 5:26 am

Oh, I already know about that; I was just wondering if there was a faster way to do it than having to select "used by" for each and every item I want to replace.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

You could write a script for

Post by Gribbleshnibit8 » Fri Oct 10, 2014 5:51 am

You could write a script for FNVEdit that does it, but that's a lot of effort considering the near total lack of documentation on it.

Omny87
Posts: 11
Joined: Fri Sep 26, 2014 3:46 pm

Yeah, scripting is a total

Post by Omny87 » Fri Oct 10, 2014 4:21 pm

Yeah, scripting is a total pain in the ass and trying to read any tutorials on it makes me cross-eyed. The best I can do is find an existing script that does something similar and just re-write it to suit my needs.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Why not just edit the

Post by JaxFirehart » Fri Oct 10, 2014 4:40 pm

Why not just edit the existing weapon mod, that way you don't have to do find&replace?



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

*Achem* I do have a script

Post by FiftyTifty » Fri Oct 10, 2014 11:22 pm

Edit: Misread the OP. You DON'T want a script to cycle through worldspace refs. My apologies.



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